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Thread: [Tutorial] Third Person Game with GOW camera

  1. #181
    Deadwalking12345
    Guest

    good but have an error

    I have this problem and not exactly sure what to do with the new scripts:



    [0001.71] Init: Version: 9140
    [0001.71] Init: Epic Internal: 0
    [0001.71] Init: Compiled (64-bit): Nov 22 2011 17:03:01
    [0001.71] Init: Command line:
    [0001.71] Init: Base directory: C:\UDK\UDK-2011-11\Binaries\Win64\
    [0001.71] Init: Character set: Unicode
    [0001.71] Log: Executing Class UnrealEd.MakeCommandlet
    [0001.85] --------------------Core - Release--------------------
    [0001.89] --------------------Engine - Release--------------------
    [0003.37] --------------------GFxUI - Release--------------------
    [0003.44] --------------------GameFramework - Release--------------------
    [0003.73] --------------------UnrealEd - Release--------------------
    [0003.87] --------------------GFxUIEditor - Release--------------------
    [0003.88] --------------------IpDrv - Release--------------------
    [0004.06] --------------------OnlineSubsystemPC - Release--------------------
    [0004.16] --------------------OnlineSubsystemSteamworks - Release--------------------
    [0004.32] --------------------OnlineSubsystemGameCenter - Release--------------------
    [0004.51] --------------------UDKBase - Release--------------------
    [0004.86] --------------------UTEditor - Release--------------------
    [0004.87] --------------------UTGame - Release--------------------
    [0008.21] --------------------UTGameContent - Release--------------------
    [0008.45] --------------------YourGame - Release--------------------
    [0008.45] Warning, Can't find files matching C:\UDK\UDK-2011-11\Binaries\Win64\..\..\Development\Src\YourGame\C lasses\*.uc
    [0008.52]
    [0008.52] Warning/Error Summary
    [0008.52] ---------------------
    [0008.53] Warning, Can't find files matching C:\UDK\UDK-2011-11\Binaries\Win64\..\..\Development\Src\YourGame\C lasses\*.uc
    [0008.53]
    [0008.53] Success - 0 error(s), 1 warning(s)
    [0008.53]
    Execution of commandlet took: 6.82 seconds

    mind givin a little more help? TY 4 posting this tutorial

  2. #182
    Dead Fenix
    Guest
    Where can find tutorial about create Lens Effects for blood (like GeOW), water or dirt?

  3. #183
    Keyeszx
    Guest
    Where do I go to compile the script?

  4. #184
    Snufkin
    Guest
    Hello. is there anyway to get the pawn to follow the camera vertically?

  5. #185
    ceora
    Guest
    can you make an RPG (orbit camera) style tutorial?? please

  6. #186
    McTune
    Guest
    Quote Originally Posted by ceora View Post
    can you make an RPG (orbit camera) style tutorial?? please
    Youll need to add this to player controller

    state PlayerWalking
    {
    ignores SeePlayer, HearNoise, Bump;

    event NotifyPhysicsVolumeChange( PhysicsVolume NewVolume )
    {
    if ( NewVolume.bWaterVolume && Pawn.bCollideWorld )
    {
    GotoState(Pawn.WaterMovementState);
    }
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
    if( Pawn == None )
    {
    return;
    }

    if (Role == ROLE_Authority)
    {
    // Update ViewPitch for remote clients
    Pawn.SetRemoteViewPitch( Rotation.Pitch );
    }

    Pawn.Acceleration = NewAccel;
    CheckJumpOrDuck();
    }

    function PlayerMove( float DeltaTime )
    {
    local vector X,Y,Z, NewAccel;
    local eDoubleClickDir DoubleClickMove;
    local bool bSaveJump;
    local Rotator DeltaRot, ViewRotation, OldRot, NewRot;;


    if( Pawn == None )
    {
    GotoState('Dead');
    }
    else
    {
    GetAxes(Rotation,X,Y,Z);

    //update viewrotation
    ViewRotation = Rotation;
    // Calculate Delta to be applied on ViewRotation
    DeltaRot.Yaw = PlayerInput.aTurn;
    DeltaRot.Pitch = PlayerInput.aLookUp;
    ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot );
    SetRotation(ViewRotation);

    // Update acceleration.
    NewAccel = PlayerInput.aForward*X + PlayerInput.aStrafe*Y;
    NewAccel.Z = 0;
    // pawn face newaccel direction //

    //===
    OldRot = Pawn.Rotation;
    if( Pawn != None )
    {
    if( NewAccel.X > 0.0 || NewAccel.X < 0.0 || NewAccel.Y > 0.0 || NewAccel.Y < 0.0 )
    NewRot = Rotator(NewAccel);
    else
    NewRot = Pawn.Rotation;
    }
    Pawn.FaceRotation(RInterpTo(OldRot,NewRot,Deltatim e,90000,true),Deltatime);
    //===

    NewAccel = Pawn.AccelRate * Normal(NewAccel);
    DoubleClickMove = PlayerInput.CheckForDoubleClickMove( DeltaTime/WorldInfo.TimeDilation );
    bDoubleJump = false;

    if( bPressedJump && Pawn.CannotJumpNow() )
    {
    bSaveJump = true;
    bPressedJump = false;
    }
    else
    {
    bSaveJump = false;
    }

    ProcessMove(DeltaTime, NewAccel, DoubleClickMove,Rotation);

    bPressedJump = bSaveJump;
    }
    }

    event BeginState(Name PreviousStateName)
    {
    DoubleClickDir = DCLICK_None;
    bPressedJump = false;
    GroundPitch = 0;
    if ( Pawn != None )
    {
    Pawn.ShouldCrouch(false);
    if (Pawn.Physics != PHYS_Falling && Pawn.Physics != PHYS_RigidBody) // FIXME HACK!!!
    Pawn.SetPhysics(PHYS_Walking);
    }
    }

    event EndState(Name NextStateName)
    {
    GroundPitch = 0;
    if ( Pawn != None )
    {
    Pawn.SetRemoteViewPitch( 0 );
    if ( bDuck == 0 )
    {
    Pawn.ShouldCrouch(false);
    }
    }
    }

    Begin:
    }

  7. #187
    ceora
    Guest
    Thank's a lot ;D, and good tutorial it helped me to understand something!
    i have another question, what is the difference between extend the camera, playercontroller camera function or Pawn calccamera??
    i know that extending the camera function i can use more stuff, but in a lot of example i see the camera is calculated in all the three class at the same time. i can't really understand it!

  8. #188
    JJandDjango
    Guest
    Just came across this thread today and was very excited to see the results on my own machine. I was curious on something related to the Pawn's aiming: does anyone know how to take this tutorial and have the pawn aim towards the center of the camera? Or maybe just a nudge in the right direction on doing that? I actually have the "RPG orbit" style camera described above working fine and have the shoulder camera working as a regular shoulder camera should when LeftShift is held down (except having the pawn aim up or down depending on the angle of the camera).

  9. #189
    inxamii
    Guest
    Does anybody knows why this Scripts have NO sounds at all? all kind of sounds are disabled.

  10. #190
    McTune
    Guest
    Quote Originally Posted by inxamii View Post
    Does anybody knows why this Scripts have NO sounds at all? all kind of sounds are disabled.
    this extends gameinfo class Not utgame thus there are no sounds you have to put that in yourself. I recomend examining the UTgame scripts so you can see how its built. its time consuming but not hard.

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